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<blockquote data-quote="Jfdlsjfd" data-source="post: 8113989" data-attributes="member: 42856"><p><strong>Escaped prisonner</strong></p><p></p><p>Ties with the previous. But why remove all element of an horror story by giving knowledge of the Nautiloid and stopping there. The character has no memory of his life but is "from another world". Basically, the horror of the situation is that even if benefits from a greater restoration to recover his memories, he'll just remember... his family and life in another world, which he'll have no way to get back to. Unless he bargains with the cerebromorph for a ticket back home, effectively removing the character from play. It's an opportunity for a tough choice, but sake-of-play will make forsaking his friends and family easier for the player than the character. Either make the character a <em>local</em>, so he'll have the opportunity to be recognized by some, maybe he was trapper near the crash site, the first to arrive and he was taken prisonner a few days before the cerebromorph had to deal with the prison bay malfunction, allowing him and the bulette a way out, so you can have some people recognize him in the setting from his life before. And make several rumors about a person like him being a bad guy so the players will have an incentive to cure the memory problem (which may tend to be ignored as soon as play starts). So the player will want to know what happened because they may get information through the memories, but what if their friend remembers in fact being the Right Hand of Aurile? Or merge this secret with the Slaad one, except it's an illithid tadople.</p><p></p><p><strong>Littlest Yeti</strong></p><p></p><p>You're the only one who knows Yeti are sentient beings. They didn't "mistake" your from one of their own, they are not stupid. They saved you out of compassion, because they found your cradle among the rest of an avalanche-stricken caravan you tried to cross the peaks too early, decades ago. They debated what to do with you, now that the "baby human" problem was no more theoretical and decided you could be raised as a nice person despite being a human/elf/dwarf... Everyone outside the character thinks yetis are beasts and hunt them for fur, meat and bones. Make it especially clear that nobody ever thought that the yeti were just defending their territory and attributes their hatred to being creature of Aurile. Of course, the yeti worship her, because they pray for deliverance from the Ten-Town plague encroaching their lands... This way, you can have fight with Yeti tykes with full player knowledge. You can even have the tykes (who will certainly flee when getting a scratch (ouch, that hurts)) try to grapple the character away to help him back from the slavers who obviously captured him...</p><p></p><p><strong>Midwinter Child</strong></p><p></p><p>As an aside, you'll die if Aurile dies. This shouldn't be a surprise from the player... Introduce the fact that midwinter children died en masse the last time Aurile was removed from the world, during the Time of troubles, when the character investigate something like the Hall of Memories in Easthaven (an history museum/sage gathering place) or learn because they want to investigate the reason Sephek Kaltro was able to avoid the effect of the cold and if there are other powers he could display. Learning that last century a decent number of people just died instantly, their souls ripped off, and they all had in common this trait should make the players interested into finding other ways around Aurile. Or allow a grand sacrifice of the PC dealing the killing blow as the climax of the campaign.</p><p></p><p><strong>Old Flame</strong></p><p></p><p>Of course, have the character declares that the first time the NPC is met, and before his intentions are known... That's an amusing opportunity for roleplay. I'd keep that without change.</p><p></p><p><strong>Orc Stone</strong></p><p></p><p>A free 3 uses magic item. Not very interesting. Unless the third time, the spirit summoned is the soul of the orc chief the character saved, bound to the stone after using it three times himself. That's how the stone acquires souls to recreate, by feeding on them and preventing them to go the the realms of Kelemvor. The only chance to lift the curse will be for the character to gift the stone to someone else who will use it three times before the character dies. Another PC, maybe, or an NPC they could trap to do exactly that... Will they protect them at the expanse of a poor schmuck? Will they make an elaborate setup against an evil NPC?</p><p></p><p><strong>Owlbear Whisperer</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Pirate Cannibal</strong></p><p><strong></strong></p><p><strong>Reghed Heir</strong></p><p><strong></strong></p><p><strong>Reincarnation</strong></p><p><strong></strong></p><p><strong>Ring Hunter</strong></p><p><strong></strong></p><p><strong>Runaway Author</strong></p><p><strong></strong></p><p><strong>Slaad Host</strong></p><p></p><p>Firstly, it's too easy to remove the tadpole. Any effect that cure disease is Lesser restoration (available at level 3), purchasable in the first town the character starts in. Worse, if there is a Paladin in the party, it can use 5 HP of his LoH pool to remove any disease. Your secret is best outed in the first seconds of the game "well met, knight of Lathander, I do suffer from a curse, would you like to heal me?" Discard your secret card.</p><p></p><p>This is obviously not the best way to run this secret. First, the character doesn't know about the problem. Make him suffer from sudden violent pain attacks (enough to give him disadvantage on the check or incur a level of exhaustion) whenever he rolls a one. Openly track the number of time this event occurs (it doesn't matter, but it will make the players think there is a ceiling). Have the nights be time where the players wake up in the morning with blood in his mouth (ideally, they should tie that to lycanthropy... especially if the DM mentions the phases of Selûne in his description of the perpetual IWD night. And introduces lycanthropes into the story. The players should first investigate about this strange affliction, then try to find a way to cure the PC. Will they let a gnome try his experimental tumor-remover on the character? So far it was a resouding success, despite none of the patient surviving the therapy. Will they bargain with the knights of Levistus? Will they make a deal with the cerebromorph who knows a lot about inserting tadpoles? I good and horrific solution would be to let the character know that there is no solution to his curse. However, since death is frightening in real life but a minor inconvenience in the realm, the spell Revivify (3rd level) can be used to bring the character back once his chest has burst open to release the slaad. The best way to deal with the curse would be for the slaad to emerge in a controlled environment, with a priest able to cast the spell nearby and a team to deal with the slaad (either a blue CR7 or a green CR8 if the character is a spellcaster). Of course, how to hasten the growth of the tadpole (nurturing your innner slaad...) is knowledge the characters should hunt for/bargain for. </p><p></p><p><strong>Spy</strong></p><p></p><p>An excellent link to provide some information on why the higher power players in the forgotten realms don't intervene. The "divinely inspired" is already explained, but there are arcane powers and plain physical hero who could feel an interest into helping. Interestingly the Harpers sent someone to generally monitor the safety of the IWD, not to specifically enquire into the situation. Obviously something is off as very few helpers inquired into what is obviously a world-changing event (the sun no longer rises for two years in some place). Uncovering another part of Aurile scheme to isolate the Dale should start by investigating why the Harpers didn't notice the messages they got from Beldora.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8113989, member: 42856"] [B]Escaped prisonner[/B] Ties with the previous. But why remove all element of an horror story by giving knowledge of the Nautiloid and stopping there. The character has no memory of his life but is "from another world". Basically, the horror of the situation is that even if benefits from a greater restoration to recover his memories, he'll just remember... his family and life in another world, which he'll have no way to get back to. Unless he bargains with the cerebromorph for a ticket back home, effectively removing the character from play. It's an opportunity for a tough choice, but sake-of-play will make forsaking his friends and family easier for the player than the character. Either make the character a [I]local[/I], so he'll have the opportunity to be recognized by some, maybe he was trapper near the crash site, the first to arrive and he was taken prisonner a few days before the cerebromorph had to deal with the prison bay malfunction, allowing him and the bulette a way out, so you can have some people recognize him in the setting from his life before. And make several rumors about a person like him being a bad guy so the players will have an incentive to cure the memory problem (which may tend to be ignored as soon as play starts). So the player will want to know what happened because they may get information through the memories, but what if their friend remembers in fact being the Right Hand of Aurile? Or merge this secret with the Slaad one, except it's an illithid tadople. [B]Littlest Yeti[/B] You're the only one who knows Yeti are sentient beings. They didn't "mistake" your from one of their own, they are not stupid. They saved you out of compassion, because they found your cradle among the rest of an avalanche-stricken caravan you tried to cross the peaks too early, decades ago. They debated what to do with you, now that the "baby human" problem was no more theoretical and decided you could be raised as a nice person despite being a human/elf/dwarf... Everyone outside the character thinks yetis are beasts and hunt them for fur, meat and bones. Make it especially clear that nobody ever thought that the yeti were just defending their territory and attributes their hatred to being creature of Aurile. Of course, the yeti worship her, because they pray for deliverance from the Ten-Town plague encroaching their lands... This way, you can have fight with Yeti tykes with full player knowledge. You can even have the tykes (who will certainly flee when getting a scratch (ouch, that hurts)) try to grapple the character away to help him back from the slavers who obviously captured him... [B]Midwinter Child[/B] As an aside, you'll die if Aurile dies. This shouldn't be a surprise from the player... Introduce the fact that midwinter children died en masse the last time Aurile was removed from the world, during the Time of troubles, when the character investigate something like the Hall of Memories in Easthaven (an history museum/sage gathering place) or learn because they want to investigate the reason Sephek Kaltro was able to avoid the effect of the cold and if there are other powers he could display. Learning that last century a decent number of people just died instantly, their souls ripped off, and they all had in common this trait should make the players interested into finding other ways around Aurile. Or allow a grand sacrifice of the PC dealing the killing blow as the climax of the campaign. [B]Old Flame[/B] Of course, have the character declares that the first time the NPC is met, and before his intentions are known... That's an amusing opportunity for roleplay. I'd keep that without change. [B]Orc Stone[/B] A free 3 uses magic item. Not very interesting. Unless the third time, the spirit summoned is the soul of the orc chief the character saved, bound to the stone after using it three times himself. That's how the stone acquires souls to recreate, by feeding on them and preventing them to go the the realms of Kelemvor. The only chance to lift the curse will be for the character to gift the stone to someone else who will use it three times before the character dies. Another PC, maybe, or an NPC they could trap to do exactly that... Will they protect them at the expanse of a poor schmuck? Will they make an elaborate setup against an evil NPC? [B]Owlbear Whisperer Pirate Cannibal Reghed Heir Reincarnation Ring Hunter Runaway Author Slaad Host[/B] Firstly, it's too easy to remove the tadpole. Any effect that cure disease is Lesser restoration (available at level 3), purchasable in the first town the character starts in. Worse, if there is a Paladin in the party, it can use 5 HP of his LoH pool to remove any disease. Your secret is best outed in the first seconds of the game "well met, knight of Lathander, I do suffer from a curse, would you like to heal me?" Discard your secret card. This is obviously not the best way to run this secret. First, the character doesn't know about the problem. Make him suffer from sudden violent pain attacks (enough to give him disadvantage on the check or incur a level of exhaustion) whenever he rolls a one. Openly track the number of time this event occurs (it doesn't matter, but it will make the players think there is a ceiling). Have the nights be time where the players wake up in the morning with blood in his mouth (ideally, they should tie that to lycanthropy... especially if the DM mentions the phases of Selûne in his description of the perpetual IWD night. And introduces lycanthropes into the story. The players should first investigate about this strange affliction, then try to find a way to cure the PC. Will they let a gnome try his experimental tumor-remover on the character? So far it was a resouding success, despite none of the patient surviving the therapy. Will they bargain with the knights of Levistus? Will they make a deal with the cerebromorph who knows a lot about inserting tadpoles? I good and horrific solution would be to let the character know that there is no solution to his curse. However, since death is frightening in real life but a minor inconvenience in the realm, the spell Revivify (3rd level) can be used to bring the character back once his chest has burst open to release the slaad. The best way to deal with the curse would be for the slaad to emerge in a controlled environment, with a priest able to cast the spell nearby and a team to deal with the slaad (either a blue CR7 or a green CR8 if the character is a spellcaster). Of course, how to hasten the growth of the tadpole (nurturing your innner slaad...) is knowledge the characters should hunt for/bargain for. [B]Spy[/B] An excellent link to provide some information on why the higher power players in the forgotten realms don't intervene. The "divinely inspired" is already explained, but there are arcane powers and plain physical hero who could feel an interest into helping. Interestingly the Harpers sent someone to generally monitor the safety of the IWD, not to specifically enquire into the situation. Obviously something is off as very few helpers inquired into what is obviously a world-changing event (the sun no longer rises for two years in some place). Uncovering another part of Aurile scheme to isolate the Dale should start by investigating why the Harpers didn't notice the messages they got from Beldora. [/QUOTE]
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